Enderal

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tudoru

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tudoru

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About this mod

Fixing Skyrim's melee combat one tweak at a time

Requirements
Permissions and credits
Changelogs
Engarde
Combat fixes that makes sense
Oldrim version


Notice:
Version 4.0's has been released! This release bought many, many changes, almost all part of the mods have been reworked and refined. Please see below for the new key binding. IMPORTANT: please update in a quiet place without combat.





This is a port of the same named mod from oldrim, while Enderal did marvel in terms of story, world building, character progression. I felt that it didn't change melee combat a whole lot, and the same problems that plauge Skyrim's melee combat still exists. Thus the focus of this mod is to fix as much as possible while being as compatible as possible.
My philosophy:
  • Everything that exists in game must exist for a reason, focus on fixing useless actions more than creating new ones. For exmaple, fixing and rebalancing walking vs running, making the different type of power attacks actually worthwhile.
  • Be compatible and customizable, everything is implemented using the most compatible and most performant method I can dig up. Most features can be turned off or are simple to disable.
  • I want a "thoughtful" combat experience, I want the player to care whether the opponent is using a long weapon vs a short weapon, heavy armor or light armor.

TLDR:
  • Each hit in combat matters more, rushing into a crowd of enemy is a bad idea. Melee requires a more methodical approach.
  • Hits are more precise, less hitting and getting hit with nothing but air.
  • Very customizable and compatible.
  • Con: more complicated installation.



Features:
Rather then list down each changes and tweaks, I'll list down what problems I see with Skyrim's melee combat and details how I think this mod could help fixing them.

"Melee combat is a slapping contest"
Not my quote, but struck a cord with me the first time I heard it. The combat tempo of death by a thousand cuts has got to go. Thankfully, this is rather easy to fix. Just raise the damage, pretty much every overhaul mod or combat mod out there does this already. However, achieving a good overall balance between magic, archery, poison, and melee is lot harder task. Thus this mod will offer you the ability to fine tune the damage level by using a zEdit patcher. You can balance other source of damage through other mods and then ramp up or down the creature and weapon damage as you see fit. The changes are made at base record level by applying a multiplier to weapon/unarmed damage, so they will be compatible with any other mod.



"I just took off 1/2 of that bandit's health with a war hammer and he didn't even bat an eyelash"
With the damage ramped up, some form of impact must occur or the combat just wouldn't make sense. Thus, a stagger on hit effect is added. This is not just visual and works on player, NPCs, and creatures. While this effect isn't new (Ultimate combat has poise system, Wild Cat causes stagger when breaking through health thresholds), this mod is the only one that I know of that just uses a simple formula of comparing the weight of the weapon vs the weight of the target. I feel this simple approach fits Skyrim's simplified combat mechanics better, and is a lot closer to vanilla than other mods. To summarize, any hits (instead of just power attacks) can now cause stagger, a heavy enough weapon will always stagger, no chance or any other mechanics involved. For details, see the stagger configuration article.




"Stamina? what stamina?"
We all seen it, some guy playing Skyrim on Youtube, spent all of his stamina in the first 5 second of the fight on power attacks that hit nothing but air, but still kills all the bandits with ease anyway. Stamina in vanila Skyrim is just not very useful.
Not anymore! Now you can't attack nor block when out of stamina, swinging any weapon will also now drains alot of stamina, but will recover quickly too. This is very much like how Souls-Game handle stamina. However, unlike how other mods that implement soul-like stamina mechanic, this mod doesn't touch stamina regen rate. This allows all the stamina regeneration related enchants, potions, and buffs to still keep their relevancy by allowing you to sprint/dodge more (those stamina will not be recovered by this mod). See this article for details.




"More than just running"
During my very first Skyrim playthrough, I remapped the Walk/Run key away because there was simply no reason to walk, ever. The amount of time spent in the 3 different movement mode is: 99% running, 1% sprinting, 0% walking. Wasted potential if you ask me.
The movement mode are tweaked as follows:
  • Sprinting - no change from vanila speed, but lot more stamina drain per second based on the worn armor weight.
  • Running - slower than vanila, no stamina drain, but no stamina regen either.
  • Walking - faster than vanila, and also regens stamina.
Maybe it's time to remapped that Walk/Run key back...




"Skyrim's full of them aimbot cheats!"
Mortal enemies has been a great fix to this. However, after using it for a few playthroughs, I aim to improve it a bit.
Instead of decreasing turning speed, I change it to decreasing turning acceleration. This gives it a illusion that NPC is taking a brief split second of time to react to the player, much like how a human would. The second big change is that instead of universally decreasing the angle of effective hit cone, I actually look at every attack animation of each race, and modify the angle accordingly. For example, a troll's right hand swinging attack will now actually hit a wide angle to his right side. A dwarven sphere's charge will hit within a narrow range just slightly to his right side. This makes it so that you'll need to judge whether or not to side step or back step instead of just blinding strafing your opponent. The last change is to move everything into zEdit patcher, thus eliminating incompatibility issues.




"No! no... I didn't want to do that power attack..."
Ever accidentally hold the attack button too long and do an unwanted power attack? Let go of attack button too early? Ever want to do a forward power attack but end up doing a standing one? or the reverse?
This annoy me enough that I implemented a new dedicated key/button to trigger power attacks, there is now a single key that performs power attacks.

To ensure responsiveness, it is necessary for Engarde to use existing in game controls instead of binding to new keys, thus the key scheme in Engarde is:
  • Original sheathe key -> is now the offensive action key, performs power attacks and power bashes, recommends changing it to middle mouse button (you must set the key yourself, no mods can change your key setting for you)
  • Original sneak key -> is now the defensive action key, performs dodges  and power blocks, recommends changing it to space bar
  • Original sprint key -> is now the movement action key, performs sprint when moving forward, or sneak toggle in any other direction
  • Original interact key -> now sheathes weapon as well.
  • All the above changes can be turned off or rebind to anther key in patcher or MCM




"It's all about control"
Almost all modern action games with melee combat uses third person camera, and with good reasons. Skyrim, on the other hand, allows the player to play in either third or first person. This freemdom, however, is not without cost, and forced some perculiar design choices. This mod attempts to make Skyrim's melee combat play more like other modern third person action game.
Free movement during normal attack is removed, a small amount is still retained to simulate momentum, but you should expect movement to be tied to the attack you are performing instead of being able to freely skate around while swinging your sword. Normal sprint attack is now repurposed to be used instead of forward normal attack, NPCs will also perform this attack often now instead of that easily punished forward power attack. Dual wield blocking is implemented, and is performed by the same key as other styles. Attacking while dual wielding will alternate between right and left hand weapons, and will progressively speed up to make dual wielding actually faster than just swinging your right hand weapon twice.

P.S. Recommend using Dual Wield Blocking Animations



"Lets fight... in style"
The two handers, sword and boards, and the dual wields style in vanila plays largely the same, wait for your opponent's predictable forward power attack, let it miss and punish. While perks can add some differentiation, I felt that the different style should be different even at fundamental level.

  • Two hander now mimicks a Samurai sort of fighting style, normal movement are slow, yet able to do explosive power attacks. All of their directional power attacks will trigger a brief slow time effect. They will also turn the player to face the direction of attack, such as turning 180 degree with backward power attacks to attack any enemy that creeps up behind you. As added bonus, any attack made with two hander while not running or sprinting will sweep through multiple enemies.
  • Sword and board is a more defensive style, designed to effectively fight a single boss type opponent. Power bash can now only be performed with a light shield and will gurantee an interrupt while a heavy shield can perform an enhanced form of blocking. Swordwise, side and back power attacks will have roughly 0.3~0.5 seconds of invinciblility time. Side power attack that actually hit an enemy's left or right side will apply additional debuffs onto the enemy. This is similar to Wildcat's injury system but simpler and no randomness involved. See the racial article for details.
  • Dual wield style is flashy and rely on capitalizing moments of opportunity. Dual normal attack now have brand new animation and hits up to 4 times. Dual power attacks (replaces forward power attack) have been extensively tweak and will break opponent's block.




"Why bash when you can smash"
Bashing in Skyrim, while served an adequate purpose, is not very balanced. Problems:
  • Normal Bash doesn't produce an effect worth the stamina cost. Adjusting cost often leads to either too much for low level, or too low for high level
  • Power Bash is just inferior in everyway, slower animation, greater stamina cost. Overhauls often have to give power bash over powering perks just to make it worthwhile, but then players end up only using it in hopes of triggering what ever effect is attached to the perks.




"Roll, dammit, roll"
No combat mod would be complete without some form of dodging, and this feature covers just that and also some tweaks to how jumping in Skyrim's combat works. Please see video for full explanation.
TLDR:
  • Can't use jumping to get out of stagger now.
  • Use dodge instead, dodge with sneak + direction key
  • To enter sneak mode, use sprint key
  • Dodging works similar to how other existing dodge mod works, but with minor differences, you can take your pick, Engarde's dodge can be disabled in the patcher settings




"Close but not close enough"
Simply put, Skyrim's combat isn't designed with dodging in mind. Even though we've now have the ability to dodge, dodging still feels like a neat trick that don't really give much advantage. This feature aims to change that, by making incoming power attacks and arrow shot slow down just enough for the player to react.



"A sword is not an axe and not a mace"
Last but not least, further differentiated the different type of weapons, they are just too similar in Vanilla, and while overhauls like Requiem did a good job to make them different, it could do with a bit more.
  • Dagger: +75% chance to crit on standing power attack, double crit damage. Weak to heavy armor.
  • Sword: +50% chance to crit on standing power attack, +15% longer reach, less stagger. Weak to heavy armor.
  • Axe: +10% speed, +10% damage, -20% reach.
  • Mace: -50% crit damage. Deals stamina damage, power attack knocks down low stamina opponents.
  • Two hand sword: +25% chance to crit on standing power attack, +15% reach, less stagger, Weak to heavy armor.
  • Two hand axe: +10% damage, -20% reach. Deals stamina damage, power attack knocks down low stamina opponents.
  • Two hand hammer:  -10% speed, -50% crit damage. Deals stamina damage, power attack knocks down low stamina opponents.
  • Bow: no change.
  • Crossbow: more stagger (same level as two hand sword).
In summary, axes hurts but is short, blunts is heavy but slow, swords are long but don't stagger well.

Heavy/Light armor and shields suffers the same problem as being visually different but no functional difference. Therefore in version 3.5, new characteristics have been added to them with more to come in future:
  • Heavy armor: reduces damage from sharp weapons (daggers, swords, etc), higher stagger resistance, so no stagger from bows and one handed swords, fat rolls with high stamina cost
  • Light armor, step dodges with low stamina cost, encourages a dodgy type of game play 
  • Heavy shield, can power blocks, can't power bash at all, and normal bashes costs high amount of stamina
  • Light shield, can power bashes, normal bash cost small amount of stamina




Installation:
Quick and dirty installation:
This method should be good for most people who don't have alot of content mods for their Enderal game. The only content mod that I know of right now that needs patching is Enderal Gameplay Overhaul

  • Install the Main File
  • If you don't have Enderal Gameplay Overhaul, install vanilla Enderal Pre-generated patch
  • If you do have Enderal Gameplay Overhaul, install the EGO Pre-generated patch, DON'T install both patches
  • If you heavyily modded Enderal with extra content, there is no need to uninstall mod, simply start from step 2 below: i.e. build the patch file yourself that is based on  your load order.
  • Activate the mod through MCM



Full installation in gist for experienced modders:

Full installation allows for greater customization, and also allows compatibility with all content mods. However, to ensure compatibility, this mod is more complicated to install than normal mods, so please at least read the following instructions.
  • Install the main file
  • Download zEdit https://github.com/z-edit/zedit/releases, and extract it anywhere.
  • Download the "zEdit module" in this mod's file section, put it into zEdit's modules folder, so afterwards, you should have
    eg: zEdit_Alpha_v0.5.3_-_Portable_x64\modules\mct
  • Run the zEdit.exe, run the patcher (it's the jigsaw icon on the top towards the top right).
  • Run FNIS or Nemesis
  • Run Skyrim\Data\meshes\MCT_AttackMoveDataPatcher.vbs
  • Activate MCTPatch.esp at the bottom of your load order
  • Activate the mod through MCM


Update instruction for all versions:
Same as installation actually, redownload and overwrite the main file, re-ran the patchers, re-ran FNIS/Nemesis, re-ran MCT_AttackMoveDataPatcher.vbs. Please note to NOT uninstall, improper uninstall plus a re-install will create duplicated entries in your save game and really wrecks havoc.


Full installation in detail (with pictures!):

Vortex users

MO2 users